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Core/Mechanics:
- Add basic support for focus used by players (hunters) - Drop all support for pet happieness (as it has been completely removed) - Add new fields to characters db to store new power values (Should now be able to create characters again)
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@@ -1384,27 +1384,6 @@ void Guardian::UpdateDamagePhysical(WeaponAttackType attType)
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float mindamage = ((base_value + weapon_mindamage) * base_pct + total_value) * total_pct;
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float maxdamage = ((base_value + weapon_maxdamage) * base_pct + total_value) * total_pct;
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// Pet's base damage changes depending on happiness
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if (isHunterPet() && attType == BASE_ATTACK)
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{
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switch (ToPet()->GetHappinessState())
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{
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case HAPPY:
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// 125% of normal damage
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mindamage = mindamage * 1.25f;
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maxdamage = maxdamage * 1.25f;
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break;
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case CONTENT:
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// 100% of normal damage, nothing to modify
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break;
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case UNHAPPY:
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// 75% of normal damage
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mindamage = mindamage * 0.75f;
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maxdamage = maxdamage * 0.75f;
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break;
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}
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}
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Unit::AuraEffectList const& mDummy = GetAuraEffectsByType(SPELL_AURA_MOD_ATTACKSPEED);
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for (Unit::AuraEffectList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
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{
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